John Pugh, Head of Online Communications at Boehringer Ingelheim talks about how his company is using games to teach consumers and patients about the Pharma industry.
Entries Tagged as 'games'
John Pugh Talks About Games in the Pharma Space
September 22nd, 2011 · No Comments · Knowledge, News, Trends
Tags:#epatcon·Boehringer Ingelheim·ePatient Connections·games·John Pugh·Pixels and Pills·social media
Everyone’s Free (to Access Health Data)
May 24th, 2011 · No Comments · News
By Andy Smith (@andysmithpalio)
There’s a treasure trove of high-value health information in government archives that can aid in the delivery of health care. Now, the U.S. Department of Health and Human Services (HHS) and the Institute of Medicine (IOM) are joining forces to make this data available to the public and encourage innovative uses of [...]
Tags:access·application·behavior·Best Practices·community·cost·data·development·discussion·disease·event·forum·games·government·growth·Health·health care providers·information·innovation·insight·local·patient·performance·product·quality·service
Exhibit Hall Reel from DTC National Convention
April 8th, 2011 · No Comments · Knowledge, News
Tags:#dtc2011·conference·DTC National Convention·DTC Perspectives·events·exhibit·games·sponsor·Video
NewYork-Presbyterian Hospital’s Sam Yohannan Is Teaching Pharma Marketers About Connectedness
September 30th, 2010 · No Comments · Knowledge, News
Sam K. Yohannan, PT, MS, Senior Physical Therapy Specialist & Burn Researcher for NewYork-Presbyterian Hospital discusses how games can distract patients from pain and advance the effects of physical therapy.
Tags:#epatcon·caregivers·engagement·ePatient Connections·events·games·Health·Patients·physical therapy·Sam Yohannan·Video
The Customer of Tomorrow
September 8th, 2010 · No Comments · Opinion
By Dan Bobear (@dbobear)
For the last 12 years Beloit College has released the Beloit College Mindset List, a compilation of cultural touchstones that shape the lives of people entering college this fall. Born in 1992, these millennials or Gen Y-ers represent both present and future prescription and OTC pharmaceutical consumers. Every generation has unique characteristics, [...]
Tags:culture·customer·customer loyalty·demographic·DTC·engagement·future·games·Generation Y·information·instant gratification·marketing·mobile·online·OTC·prescription·social networks
Cognitive Surplus: Problem or Solution?
September 7th, 2010 · No Comments · Opinion
By Sven Larsen (@zemoga)
The average American logs about 60 hours a month online, and spends one-third of that time on social networks and playing games, according to data from recent Neilsen surveys. By extrapolation, that means the average American is spending 2 hours a day online, and 40 minutes of that is with social networks [...]
Tags:cognitive surplus·digital·e-mail·engaging·games·goals·ideas·innovation·instant messaging·Nielsen·questions·social networks·work·YouTube
The Failed Promise of Virtual Worlds
April 22nd, 2010 · 3 Comments · Opinion
This post continues our week-long series around the theme of communication, identifying key communities and offering insight on how to reach them.
By Jason Brandt (@Jasondmg3)
The phrase “virtual worlds” is more likely to be met with a raised-eyebrow smirk than with a professional interest. Games like World of Warcraft conjure up images of addicted players spending [...]
Tags:communication·Communities·Digital Tools·Education·games·Health care·marketing·patient communities·Pharma·social media·Social network·technology·User Experience·user needs·virtual environment·virtual worlds
Marketing to Boomers
April 29th, 2011 · No Comments · Knowledge, Opinion
By Catlin Renaud (@catlinrenaud)
Baby Boomers – the 77 million people born between 1946 and 1964 – are redefining aging and shattering traditional assumptions about the sixth and seventh decades of life. We’ve all heard that 40 is the new 30, and that 50 is the youth of old age, but what does this mean for [...]
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Tags:affluence·age·aging·applications·baby boomers·Blog·caregiver·comments·consumers·demographic·disease mangement·Facebook·fitness·food·games·Health care·influence·interactive·lifestyle drugs·marketing·medical care·nutrition·online·opportunity·patient·podcast·population·smartphone·social gaming·Social network·spa·technology·traditional media·youth